Hi there masters of the forum.I have a few questions depending cutscenes.
I want to make an NPC walk to a waypoint on the first line, one the second line another NPC walk to another waypoint, and on the 3rd line they start talking.However, the NPCs start talking their lines while walking to their waypoints.How do I make them ONLY walk and then start talking once they get into position ?Something else, on the OC I see they always use a fade_from_black and fade_to_black but I cannot quite figure out how to use them and if they are really needed.
PS: for the move action I mentioned above, I use ga_move and I list the WP without the wp_ prerix as instructed on the cuscene tutorial by jackyo.
Thanks a lot in advance.
Andy.
Cutscene Problem
Débuté par
andysks
, mai 24 2013 09:59
#1
Posté 24 mai 2013 - 09:59
#2
Posté 24 mai 2013 - 04:05
Okay, there's a couple of caveats to this, but here's how it goes.
1) Make sure your waypoint tags are lowercase in this instance. The ga_move script assumes (stupidly) that your waypoints begin as "wp_". Uppercase won't work nor will any other prefix.
2) If you're using a SpeakTrigger, make sure TalkNow=1
3) Your conversation nodes need to look like this:

The key here is that on those first two nodes where you are specifying the movement, you have to go to the Node tab and specify a Delay long enough for the move to complete. If you don't do that, the thing breaks.
Second - you're going to have camera issues on this no matter what you do. So I highly recommend two static placeable cameras, and on each of the movement nodes use the static cameras and set the movement type to Pan. That way you get something that looks decent.
1) Make sure your waypoint tags are lowercase in this instance. The ga_move script assumes (stupidly) that your waypoints begin as "wp_". Uppercase won't work nor will any other prefix.
2) If you're using a SpeakTrigger, make sure TalkNow=1
3) Your conversation nodes need to look like this:

The key here is that on those first two nodes where you are specifying the movement, you have to go to the Node tab and specify a Delay long enough for the move to complete. If you don't do that, the thing breaks.
Second - you're going to have camera issues on this no matter what you do. So I highly recommend two static placeable cameras, and on each of the movement nodes use the static cameras and set the movement type to Pan. That way you get something that looks decent.
#3
Posté 24 mai 2013 - 06:59
It turned out it was the delay that was causing them to talk the further lines.You really were a great help Colors
.Thanks
#4
Posté 24 mai 2013 - 08:06
A LOT of stuff in the Toolset/Scripting mechanics of NWN2 is timing based. I couldn't get a conversation to fire the other day, and realized it was because the trigger was firing before the creature was fully spawned into the area. A delay fixed it (but as I am reading in another thread - a heartbeat script would ensure it always fires).
Timing is everything....
Timing is everything....
#5
Posté 24 mai 2013 - 09:55
I', just trying to keep things simple most of the time.But there are sometimes that it doesn't matter what you want and the toolset leads you to a complicated method.
Although my question wasn't really a complicated one...I guess you know what I mean
Although my question wasn't really a complicated one...I guess you know what I mean





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